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Posts posted by Silver_fox
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I'm not sure whether or not it would be of help, but LT's attempts on creating an "Energy Field" shield are still on Mantis. He and Czevak discussed the possibility of using the texture effect of seraphim's Ancient Wings for the shield. It did not end all that well (not all that bad either), but may at least give some ideas of what works and what does not. It's the Lichtschild der Sophia issue.
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No, fonts are not a part of this package. The game uses the fonts installed in the system font folder (For XP it is C:\WINDOWS\Fonts). The particular fonts that show up in game are listed in the script file "ListFontGroups.xml" that can be found in "Sacred 2 - Fallen Angel\locale\en_UK" folder (for english version, but other versions have similar location). This file, once you open it for editing (regular Windows Notepad would do for this) looks like this:
<suixml version="0.0.1.0"> <!-- the Name-Attribute must be the internal font name --> <Fonts> <Font Name="ZabriskieScript-Bold" File="ZabriskieScript-Bold.ttf"/> <Font Name="AntiquaSSK" File="AntqSSK.ttf"/> </Fonts> <!-- here you can use symbolic/aliased names for fonts --> <FontGroups> <FontGroup Name="CaptionFontGroup"> "ZabriskieScript-Bold" </FontGroup> <FontGroup Name="TextFontGroup"> "AntiquaSSK" </FontGroup> </FontGroups> </suixml>
If you want to change the font, find the one you'd like to use in the system font foder and list its name in the first section, between "Fonts" tags. Then use the name you assigned in the second section, between "FontGroups" tags. Here the one under "CaptionFontGroup" is the font used in the main menu, and quest dialogue captions, and the one under "TextFontGroup" is the font used for all regulat texts, like dialogues, logbook, item stats etc.
For example, if you want the game to use the Times New Roman font for every text, the code would look like this:
<?xml version="1.0" encoding="utf-8" ?> - <suixml version="0.0.1.0"> - <!-- the Name-Attribute must be the internal font name --> - <Fonts> <Font Name="Times" File="Times.ttf" /> </Fonts> - <!-- here you can use symbolic/aliased names for fonts --> - <FontGroups> <FontGroup Name="CaptionFontGroup">"Times"</FontGroup> <FontGroup Name="TextFontGroup">"Times"</FontGroup> </FontGroups> </suixml>
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No, it won't look out of place, but... well, you remember that picture you posted of an Elf with a Troll shield (now that's the one that should have been called "Unyielding Wall"). With the real Riot Shield she would look only slightly better.Agree once again, and I also think that means a modern shield wouldn't look out of place on her in those outfits. So if you didn't mean a shield like that used by modern police, etc. what kind of modern look did you have in mind?
As for what I wanted, I wanted to discuss the idea and see what the community can think of in regard to the shields. My own thoughts were about something that is classified as a shield but does not look exactly like one - like an armband, or a heavy gauntlet, or a throwing dagger in a shealth, or a shoulder holster (guess this one is not doable). Though maybe just a shield texture that does not look incredibly medieval can be created.
Maybe a tech-looking "Energy shield" - a semi-transparent energy field in a frame, is a good idea, though I know that LazyTomcat attempted it and ran into trouble with texturing the back side of the shield. Something akin to this Sacred 1 shield design looks like a good match at least to all T-energy weapons:
Anyway, it was just a thought, not something that has to be done. If no ideas for a specific designs would appear - the game now has a lot of good shields and nobody would complain if you won't implement more.
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I forgot about the Inquisitor's weapon and armor selection for some reason. Well, on the bright side - there is no need to be concerned about his flowing robes if we decide to model an arm-protector-like shield.
As for looking strange with handguns - the modern clothes designs that Pesmontis made for the Elf (Range Array and the one that is a part of CM) look better with pistols than with pretty much everything else.
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Look at the downloads section - the file was approved recently.
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File Name: All High Elf Unique Armor
File Submitter: Silver_fox
File Submitted: 26 Mar 2014
File Category: Ice & Blood High Elf Items
These chests contains all High Elf Uniques present in Sacred 2 with Ice and Blood Add-on. The set items and new items from the Community Patch are NOT included.
These chests contain:
Version 2 also contains Scribe Bracers of Atherton
The information below applies to all items.
Item levels:
Silver difficulty: Levels 20, 25, 35, 50
Gold difficulty: Levels 65, 80, 95, 110
Platinum difficulty: Levels 125, 140, 155
Niob difficulty: Levels 170, 185, 200
NOTE: Due to the fact that the chests contain mixed items that have different level jump in game, some items can be of slightly higher levels than listed above. For example level 205 instead of 200.
Instructions:
The chest files should be extracted from this archive and copied from the respective folders to the savegame folder. Only one of the chests can be installed at the time. The location of the savegame folder is given below.
For Windows XP:
C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2
For Windows Vista and Windows 7:
C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2
Be sure to back up your existing chest.sacred2chest file before doing anything! Installing any of these files will overwrite your Shared tab in your player chest.
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SacredWiki. Look for the bright yellow link at the top of the forum page and you'll find it.
Alternatively, Click here to seee the listing of High Elf Uniques
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OK, guys, the chests with all High Elf Unique Armor were created and uploaded. Once one of the moderators approves the file, everybody who wants any of these items would be able to download them. I collected all 8 items listed on the High Elf unique page of the wiki + Helmet of Insanity, which has versions for all characters.
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>"In other words, to butcher a quote, I'll stop talking about modding when they pry the keyboard from my cold dead hands."
Yes, of course. Especially considering that DarkMatters always welcomed mods and modding guides. I'm sorry if I sounded offensive of unpelasant, I did not mean to insult you, I swear. It's just that one day in the past gogo warned me against discussing everything that can be considered cheat or exploit, and with some modding tricks the line is so thin I'm not sure when we cross it.
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>"...They had always been in the offer of the merchant and in addition they also had been quite powerful, at least to my understanding..."
It's a common trick that Bargaining skill plays at you. Low level shoppers have good chance to get the most rare items if they keep Bargaining at level, but high level shoppers can't achieve such results. The swordstaves are scripted as tier 12 items, which is the best and the most rare shoppable tier. Shoppers of level 50 and below can see them quite often (as I know from my experiments with level 35 HE shopper), shoppers about level 80-90 struggle to find them despite high Bargaining level, and at level 140 you fail to see them no matter what you do. Refer to Antitrust's Guide about Bargaining to understand how it works.
>"...All of them always had at least one socket, mostly gold, one damage modifier socket and quite some of them had attributes like +x to all attributes and with +x I do mean numbers like +7. Furhtermore, I don't know if it had been designed that way, all of them only had been available with fire damage..."
Sadly, the fire damage is the only one currently available. The dominant damage type for lightsabers is connected to the item type and to the appearance. Right now we can create only red swordstaves (the color is a property of the model and they can't be retextured in the blade area, so unless more models would be created it would stay this way), so they all have fire damage.
As for the sockets and modifiers:
The regular metal two-handed swords and axes usually have four modifiers - one coming from the weapon type and 3 random ones. Swordstaves have 1 weapon type modifier, one socket and 2 random modifiers. It's balanced, they just have one high-quality bonus bonus fixed as high-quality socket.
"All skills +x" modifier can roll on all two-handed weapons and actually that x is great for all of them. Looking into technical stuff, we can see this modifier appear in the following bonus groups (I'm listing only two-handers for comparison):
id = 281, name = "BGW_hafted2h_normal" -- axes and hammers amount for rare - 1650 id = 25, name = "BGW_sword2h_normal" -- regular metal swords amount for rare - 1700 id = 572, name = "BGW_pole_normal" -- halberds and poles amount for rare - 1350 id = 1104, name = "BGW_off_saberstaff_rare " -- dual-bladed lightsabers amount for rare - 1650
Note that for the original weapons this modifier appears in "normal" bonusgroup and not in the "rare" one, which means that these items can roll another gold and yellow quality modifiers at the same time as +All Skills. Besides, "All Skills" and "All CAs" are the best swordstaves can possibly roll. All other modifiers they have are somewhat weaker.
>"...So, when comparing these to seemingly similar weapons, I do feel that the new twobladed light sabre staffs do excel the normal light sabre in all points, which I do feel, is a bit sad..."
To compare them to similar weapon, you should compare them to other two-handed weapons, and here they are about equal. They do excel one-handed lightsabers in the same way as regular two-handed swords excel one-handed. The game always gives two-handers better amounts of modifiers because they take both hand slots, so these modifiers are all you get.
>"...Like a riot shield?.."
I thought about this, but I'm not sure if it would fit in Ancaria. Maybe a seraphim would look OK with it, but a little Elf or a robed Inquisitor would look strange with such shield type.
>"...dagger + sheath for example... arm guard..."
It would be quite cool in my opinion. If, of course, it can be done to look Ok with most armor. As far as I know, most armors in game are pretty skin-tight in the elbow area, Elf's Raven set, seraphim's Ancient and Inquisitor's robes being an exception.
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Truth to tell, it's not hard at all to make a version of this mod fully compatible with the latest CM patch. All it takes is copying his changed entries from surface.txt and itemtype.txt files he packaged with the mod into the ones from CM v140. Then packaging the mod with new files. However, it would mean editing someone else's work in a way, and I'm not sure if this is allowed.
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I'm afraid that doing the level increase 6 or 7 times won't be enough to get all levels of the uniques, more like 10-12. I can do 6-7 with my current characters, without the necessity to create a special one or edit character level, that's why I asked if it would be enough. Of course I understand the editing possibility. I guess I'll do it for High Elf's uniques, as I'm currently testing unique items anyway.
I'm not sure if what you've just did is allowed by forum rules. I told people about spawning items through the quest rewards only in personal messages, because some other forums consider open discussion of such tricks just as bad as openly hosting MegaDev cheatbase and Character Editor. I'm not sure what policy DarkMatters has for this case.
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>"I do like to have jewelry socketed to gain increased attack speed."
The mechanics of the game limits the maximum of Attack Speed the character can have with a weapon class. Once you've hit the limit, the innate properties of the weapons come into play. With the same attack speed Blowpipes fire much faster and manage to have better damage per second than slower albeit powerful bows. Bows need to have interesting modifiers on them to be considered as a weapon of choice. It's about the same with the Throwing Daggers - they have the same projectile trajectory as Throwing Stars, but have a bit different (worse) selection of modifiers. As a result, quite a few people use stars, but some forget that the daggers are in game at all.
As we are talking about Ranged Weapons and Shields: Can we somehow design a shield that won't look ridiculous while equipped with a pistol? I'm not sure what kind of design it can have, maybe something minimalistic and not shield-like at all. Classical medieval shields of which the game has a plenty look so off with modern or sci-fi pistols, but leaving an empty hand slot is quite silly mechanics-wise.
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I thought about making these chests too. Spawning items by their blueprints has only one big downside - they always drop near the character level, so you need to spend time and do it for quite a lot of different characters (and to have these characters). I can make a chest with levels 15-35-45-80-140-160-200. Would it be enough?
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All this armor is in game right enough and was there before the CM patch. It is listed on the High Elf Uniques page of the wiki. The reason why Lujate's links are leading to nowhere is that the current forum software does not process wiki tags for pages with apostrophes in their names, or rather, processes them incorrectly.
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This is a wonderful and in quite a few meanings godly set (at least it has godly names and appearance). I told you before that it looks incredibly good and fits the Inquisitor perfectly, but I'm willing to say it again every time I see this set. The mythological background fits the looks, fills the set with meaning, and is just interesting to read (re-read for me, as I knew all those stories, but still interesting).
The modifiers are something special. At first you look at the set as it now is, and think it OP. Then you give it some thought - a lot of locked modifiers that require skill investment to shine, and the fact that the caster Inquisitors are not extremely powerful in general make the set appear adequate. Inquisitors were quite weak in the original Fallen Angel, I&B and CM patch made the melee ones fare a whole lot better (dual-wielding claws is a fine way to a boss-killer), but casters still needed this special something. With Disgraced Gods you've delivered it - quite special set that is really something.
The set bonuses are like that too. The first reaction: "Lifeleech and Double Hit together at good values! ". After a bit of time:"Let's not forget that it's caster's set and both Lifeleech and Double Hit are weapon-only modifiers". They look powerful, but come handy only if the caster goes melee, and as casters do not usually excel in melee, they really need these modifiers to accomplish something this way. And the other way around - the melee Inquisitor can wear this set for the set bonus, but this way he'd be stuck with item bonuses that benefit the caster and not him. So it turns out to be balanced in the end. But I can easily imagine the glee of a player who finds one of these items - if these things are good at something, they are good in making an impression.
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I had a feeling that the bows in Sacred 2 are quite close to what the crossbows were in Sacred 1 - almost everybody can use them, and they are quite powerful in dealing good damage per shot, but they are so slow that people usually do not consider them as main weapon. If you did not one-shot the opponent, you are in trouble. Maybe packing them with attack and/or cast speed or at least making the single shots very powerful would redeem the usually slow and not compelling weapon type.
I actually quite like the idea of remodelling the Daemon shield with replacement. If the shape is the same but of better quality, than why not. If you take the cow skull, make it slightly elongated and bend the horns to accomodate the round base of the shield, you'd get pretty much the same appearance that won't look mismatching in the high-poly world of Sacred 2. Making it a new unique would be good either, but Sacred 1 has only one unique or set item that used that model - otherwise it dropped as rare. Making it a Sacred 1-looking shield that is not a reference to Sacred 1 is strange. Though maybe if the new unique would be made, it can reference a Daemon in general and not be a recreation of a specific item.
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File Name: LazyTomcat's personal CM-Patch Mod
File Submitter: Silver_fox
File Submitted: 24 Mar 2014
File Category: Community Patch
This is a visual mod for the Community Patch that was created by LazyTomcat back in 2011. You can find its full description in the respective thread: My personal CM-Patch Mod
LazyTomcat was no longer able to keep his mod up to date, but he gave permission to share it "as is" with the community.
This mod changes the following things:
"Adornments of the Ancestors" got the graphics from "Golden Raven Mod"
"Detheya's Agility" is a little cozy bauble
"Faladal's Blizzard" got the graphics from "Diamond Ice Mod"
Healthbar in rainbow design
new make-up for Seraphim, High Elf and Dryad
Cape of "Scourge of Lordaeron" removed because of clipping bugs (not on the shot)
NOTE: LazyTomcat's mod was complied for the now outdated version of the Community Patch. It can be applied as is only to the version v120. However, most of the changes it does to the interface and textures are compatible with the later patch releases. If you are going to use it together with the latest versions of the CM patch, do not use the "scripts" folder from this mod.
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Thank you. I guess I'd be trying something with the bows once I'm done with armor textures I'm working on now (or when I get so sick and tired of them that I'd want to work on something different).
>"...As far as I've seen, S1 only has three/four bow models, and they're pretty straightforward. With respect to the model I would recommend a new design..."
I agree here. When I was speaking of recreating a Sacred 1 bow, I meant the stats and the general feel of a rather powerful ranged weapon, rather than exact look. That was why I asked about the "running glow" effect - I guess with this characteristic feature in the item appearance, it can be associated with Sacred 1 prototype even if we use another model. Or maybe the effect would be enough so that even a simple model looked interesting.
I thought of working with the I&B crystal bow model, which I guess would be fitting enough even if the T-Energy effect won't look good on it. The model is this one:
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Yay! The first release is finally up! I congratulate Flix and the rest of the community with the successful completion of this mod which is the biggest Sacred 2 treasure chest I've seen so far. So many new interesting items to find and use! It's amazing how much new stuff was completed in relatively short time, much to the delight of everybody who still plays Sacred 2 and wants new things to look forward to and new ideas for the character builds.
Now I guess all of us would be off to spend some time playing with the new items. Though maybe not, as there are more ideas for this mod that haven't yet came to life.
Maybe it's bad taste, but right on the day of the release I want to ask about one more feature for the future versions: How hard do you think it would be to make a T-Energy tube effect to run along the bow? Sacred 1 had several very good longbows that had a glow running along an almost transparent frame - Magical Elven Bows, Araelfi's Glorious Retribution and of course Ettol'Rahc-Notwen's Elaborate Longbow. In Sacred 2 longbows aren't usually the Dryad's weapon of choice, losing to fast-hitting blowpipes and life-leeching shurikens. Maybe recreating a really good bow from Sacred 1 would make the classical archers more compelling as a ranged build variety. (Yes, I'm a Wood Elf fan, as if you could not tell from my avatar)
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I believe that Flix added the swordstaves to all the same droplists as the original two-handed sword uniques, so they should drop from all the same monsters (please correct me if it's not so and you did something different). But we've done nothing about rare (yellow) one-handed lightsabers. New uniques should drop just like one-handed swords do.
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The last but not least update for this mod release is now done. And a good one it is. Finally we have a unique scythe with some nice stats, so maybe these weapons would get some more attention and show up in character builds more often. I like the Halberd of the Rocks, which finally made this beautiful model into a useful unique weapon. As a person who played Divine Divinity, I'm just happy to finally be able to equip the thing without worrying about the curse.
Though probably the best part of today's update is the new stats for the Flash Eaters'. I'm very fond of the new way the modifiers are distributed - all items look good, but the best bonuses are reserved for set completion, just like a well-designed set should be.
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I hope that you're right, Schot, and it would turn out that they sped up the gameplay for the fast theatrical trailer. Because when I finally saw your version and managed to figure what's going on... Well, while all of you are getting excited, I'm slowly becoming a nay-sayer. What I see is the following: very flashy animation for ordinary attacks, very narrow corridors (even Titan Quest and Torchlight had a bit more room width-wise) packed with enemies, only two or in some cases one combat art shown per character, for which the video was cut in a way as to show the various stages of execution and give impression of more variety than there actually is... If this would be packaged together with an incredible speed of the original trailer, we are getting a mindless straightforward beat-them-up where speed and lots of effects make it impossible to understand and control the battlefield and all you do is just click the monsters down as they come.
What we were shown:
1. Safiri - ordinary attacks with his big hammer and a jump Area of Effect CA on 0.07-0.18. He just repeats the jump at 1.33.
2. Ancarian - ordinary attacks animated as swinging a spear in an arc in front of her (it hits only one enemy at the time and not hard, thus it is just an ordinary attack) and an impaling thrust, which is probably a CA, or a finishing animation at 0.19 - 0.34.
3. Seraphim - attacks with the blade and a kill-all-around-you CA at 0.36-0.43. Also some magical CAs at 1.24-1.27.
4. Malakhim with his Area of Effect CA that hits enemies in a circle, and another one that hits a row in front of him.
5. Archer - shooting arrows at the nearby (too close for comfort, in my opinion) enemies and fall-from-the-sky CA that hits enemies with some purple shards (purple ice?) at 0.56-1.05. Repeat at 1.39.Other than that we see animations of enemies (bosses?) displaying themselves before the fight and the fact that they can toss the player characters around with their CAs.
And is it just me, or the enviroment at 1.10-1.14 looks like an exact copy of Torchlight 2 dwarf levels?
I can understand your excitement with flashy, splattering attack and CA animations, but my experience with many games taught me that extreme effect galore is only cool and fun the first couple of hours of playing. At first you're curious as to which animations there are and try to see them all. Then, if effects are extremely multiple and omnipresent, if they stand in the way of noticing what's going on mechanics-wise, you start to get tired of them.
The more I look at S3, the less it reminds me of S1 and Sacred 2, and the more of Diablo 3. Previous Sacred games could have been likened to Diablo, but just in the same way as any rogue-like ARPG can. They had enough of special things to offer in terms of the world, the side quests, the mechanics that is much more complex than it seems from the first glance, the tactical opportunities that come from using various weapons and CA combination - all that made Sacred games different fron Diablo, and in opinion of quite a few players, better. Here I see something very close to being the exact copy of the least fortunate Diablo game, with many monsters, little room for maneuvers and limited attack/CA variety.
I'm sorry for being negative in the middle of your celebration, but I'm a bit concesned and sceptical about this game and so far the gameplay trailer did not make me feel better.
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It was my exact reaction when I first installed I&B and saw this helmet... Though if you dig up the real Maul's portrait you'd see the difference. Maybe your old idea about making a Darth Maul's helmet/mask that still is listed in the first post is worth implementing now that we have the sword.
I'm glad that you liked the writeup. I'm sorry for stealing the spotlight like this, but as the new two-handed lightsabers are unlikely to get a proper wiki page like all original weapontypes have, I decided to make a similar explanation here.
Now I'm waiting for this update you went to make. I'm curious as to what you'd be showing next.
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New Uniques and Legendaries - Brainstorming
in Sacred 2 Modding
Posted · Edited by Silver_fox
>"...I don't think that this effect fits a shield - if it would be used then I don't recommend a frame around it. And rather have it light inside & fading outwards..."
I agree with you. The shield would look better if designed like the one form Sacred 1 - a glow generator in the centre and fading shield outside. I linked that issue not because I like what was done here, but because it is good to see what mistakes other people did before, so as not to try those things again.
>"Do you have an example / screenshot?"
I believe that Yoshio meant one of these shields:
I guess he wanted to use the first one, but the second one can also fit.